#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) out vec4 outColor;

layout (location = 0) in vec4 inLightQD;
void main()
{

        outColor=inLightQD*vec4(0.9,0.9,0.9,1.0);


}